To increase difficulty, they just have to do the following:
1. All enemy MOBs should be able to open wooden doors, and they should do this if you use a door to try to stop them from getting to you.
2. Silverfish stone should be found in ore-like clumps below y 64.
3. All enemy MOBs should have pathfinding AI.
4. There should be sharks and crocodiles in oceans and swamps to make those areas more dangerous. Swamps are pretty OP as it is -- you have mushrooms, and there's the vines that shield you from arrows, and there's flat land. Some sort of common demon enemy should be added to the Nether too to add difficulty. And getting across oceans is very easy, there's no enemies that can possibly reach you. Besides, oceans need some more life. I have been suggesting sharks since 1.6. :sad.gif:
And I am completely against torches burning out. It would add unneeded tedium and it would ruin adventure maps.
To increase difficulty, they just have to do the following:
1. All enemy MOBs should be able to open wooden doors, and they should do this if you use a door to try to stop them from getting to you.
2. Silverfish stone should be found in ore-like clumps below y 64.
3. All enemy MOBs should have pathfinding AI.
4. There should be sharks and crocodiles in oceans and swamps to make those areas more dangerous. Swamps are pretty OP as it is -- you have mushrooms, and there's the vines that shield you from arrows, and there's flat land. Some sort of common demon enemy should be added to the Nether too to add difficulty. And getting across oceans is very easy, there's no enemies that can possibly reach you. Besides, oceans need some more life. I have been suggesting sharks since 1.6. :sad.gif:
And I am completely against torches burning out. It would add unneeded tedium and it would ruin adventure maps.
To increase difficulty, you must first understand what it means in Minecraft.
Difficulty isn't just stronger mobs, or rarer ores, or anything.
Difficulty (In MC), is much more. The fact that you can't get iron w/o stone, which needs wood, is difficulty. Albeit, it's little.
1) Not all mobs should be able open doors, it's illogical.
2) That's a decent idea actually!
3) They are working on it
4) Yea, sea life would be interesting. I'm not sure about a demon.
And, please explain how it would ever ruin adventure maps? All torches in current maps would stay the same, just get a different texture. How is it possible that this would ruin any adventure map?
In fact, having torches burning out would be awesome for adventure maps! Now you can have a completely unlit cave, but with torches in it, and give them flint and steel to light it up, in a way to guide them through the tunnel correctly?
Or, a time limit map, made much easier.
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Best game ever: Ace of Spades FREE FPS minecraft-like game.
To increase difficulty, you must first understand what it means in Minecraft.
Difficulty isn't just stronger mobs, or rarer ores, or anything.
Difficulty (In MC), is much more. The fact that you can't get iron w/o stone, which needs wood, is difficulty. Albeit, it's little.
1) Not all mobs should be able open doors, it's illogical.
2) That's a decent idea actually!
3) They are working on it
4) Yea, sea life would be interesting. I'm not sure about a demon.
And, please explain how it would ever ruin adventure maps? All torches in current maps would stay the same, just get a different texture. How is it possible that this would ruin any adventure map?
In fact, having torches burning out would be awesome for adventure maps! Now you can have a completely unlit cave, but with torches in it, and give them flint and steel to light it up, in a way to guide them through the tunnel correctly?
Or, a time limit map, made much easier.
--You just brought up a very good point, instead of making lanters(if they were added) one could simply get 4 iron, make a bucket, make flint n' steel, enter the nether, collect netherrack and have an infinite lightsource off of lighting netherracks instead of crafting lanterns.
Adding tiers and things does not make minecraft difficult if you learn about them. Forcing you to make a stone pick is something you learn in a short amount of time and doesn't add difficulty considering stone is everywhere.
If stone was rare and you had to fight high-powered mobs to get to it, then it would make MC difficult. This is obviously exaggeration because stone is everywhere, but do you get what I mean? The only challenges they add as of late are literary challenges or figure-it-out challenges, aka: read the wiki or figure it out.
Attack enderman's feet, instead of being afraid of silverfish, let a group attack you head on and figure out that they only damage you by falling on you, batting away ghasts fireballs, all of these things one can eventually just 'figure out' and it doesn't add difficulty anymore.
It's almost like adding difficulty with a boolean:
Player does not know how to obtain iron, tries to get iron ore with wooden pick
Set difficult to True
Player figured out that iron ore is collectable using stone pick
Set difficult to False
I was never a really big fan of the relighting torches idea. The mob spawning system would be awesome if it was implemented though. Although I think mobs need to be generally fixed in their damage system before it is added (Zombies shouldn't be wearing invisible armor).
My solution to that is to decrease the amount of ores.
Decreasing the amount of ores would also increase tedium... Who wants to stare at smooth stone most of the time with little to no reward?
It's a game and I expect to have fun acquiring ores regularly enough to where my eyes don't fall out of my skull and so that my finger doesn't tear off from holding down the mouse button for so long.
Decreasing the amount of ores would also increase tedium... Who wants to stare at smooth stone most of the time with little to no reward?
It's a game and I expect to have fun acquiring ores regularly enough to where my eyes don't fall out of my skull and so that my finger doesn't tear off from holding down the mouse button for so long.
--I'm not talking about ultra-rarity, I'm talking about reasonable rarity. Right now you can dip into any cave and find 3 iron veins just looking around, maybe even more. Right now 20 iron veins and 20 coal veins spawn per chunk. I usually end up with 3 stacks of iron my first trip and never bother to get any more. I would rather make materials precious then spam, but also not make them an underground 'mushroom island'. Having about 6 per chunk is a good medium.
--I'm not talking about ultra-rarity, I'm talking about reasonable rarity. Right now you can dip into any cave and find 3 iron veins just looking around, maybe even more. Right now 20 iron veins and 20 coal veins spawn per chunk. I usually end up with 3 stacks of iron my first trip and never bother to get any more. I would rather make materials precious then spam, but also not make them an underground 'mushroom island'. Having about 6 per chunk is a good medium.
Agreed on not making them incredibly more rare, however I have no idea how much more rare or not.
I believe the technical things such as that, should ultimately be decided by Jeb and Jon.
We as a community share with them our top wanted idea's, and they will make them into reality, in such a way that nobody will say it's non-mincrafty, or too mincrafty.
Rollback Post to RevisionRollBack
Best game ever: Ace of Spades FREE FPS minecraft-like game.
Agreed on not making them incredibly more rare, however I have no idea how much more rare or not.
I believe the technical things such as that, should ultimately be decided by Jeb and Jon.
We as a community share with them our top wanted idea's, and they will make them into reality, in such a way that nobody will say it's non-mincrafty, or too mincrafty.
--Yeah that's true. I honestly don't think they will even mess with ores at all, it just drives me nuts when someone says they want to build km's of railway and increasing ore rarity would stop them from making railway. I also find it funny when someone talks about smp. Everyone will always have the same opportunity to get what they want in multi, it's not creative mode though so you have to 'budget'.
It's one's fault if they want to make a big project, the game should never be balanced on one persons plans of grandure.
--I'm not talking about ultra-rarity, I'm talking about reasonable rarity. Right now you can dip into any cave and find 3 iron veins just looking around, maybe even more. Right now 20 iron veins and 20 coal veins spawn per chunk. I usually end up with 3 stacks of iron my first trip and never bother to get any more. I would rather make materials precious then spam, but also not make them an underground 'mushroom island'. Having about 6 per chunk is a good medium.
Right I see what you mean, but iron is a common ore, so that's why I believe that it is common enough.
Iron is the fourth-most common element in the Earth's crust and assuming that Minecraft "Earth" had life/vegetation before you got there then coal should be very common too.
Why 6 per chunk? Why not 10 maybe?
Actually, why are we even debating this?
There's a mod out there where you can customize ore spawning.
This way we can leave Notch alone so he can bath in his rightfully earned money made from Minecraft.
1. All enemy MOBs should be able to open wooden doors, and they should do this if you use a door to try to stop them from getting to you.
2. Silverfish stone should be found in ore-like clumps below y 64.
3. All enemy MOBs should have pathfinding AI.
4. There should be sharks and crocodiles in oceans and swamps to make those areas more dangerous. Swamps are pretty OP as it is -- you have mushrooms, and there's the vines that shield you from arrows, and there's flat land. Some sort of common demon enemy should be added to the Nether too to add difficulty. And getting across oceans is very easy, there's no enemies that can possibly reach you. Besides, oceans need some more life. I have been suggesting sharks since 1.6. :sad.gif:
And I am completely against torches burning out. It would add unneeded tedium and it would ruin adventure maps.
To increase difficulty, you must first understand what it means in Minecraft.
Difficulty isn't just stronger mobs, or rarer ores, or anything.
Difficulty (In MC), is much more. The fact that you can't get iron w/o stone, which needs wood, is difficulty. Albeit, it's little.
1) Not all mobs should be able open doors, it's illogical.
2) That's a decent idea actually!
3) They are working on it
4) Yea, sea life would be interesting. I'm not sure about a demon.
And, please explain how it would ever ruin adventure maps? All torches in current maps would stay the same, just get a different texture. How is it possible that this would ruin any adventure map?
In fact, having torches burning out would be awesome for adventure maps! Now you can have a completely unlit cave, but with torches in it, and give them flint and steel to light it up, in a way to guide them through the tunnel correctly?
Or, a time limit map, made much easier.
Adding tiers and things does not make minecraft difficult if you learn about them. Forcing you to make a stone pick is something you learn in a short amount of time and doesn't add difficulty considering stone is everywhere.
If stone was rare and you had to fight high-powered mobs to get to it, then it would make MC difficult. This is obviously exaggeration because stone is everywhere, but do you get what I mean? The only challenges they add as of late are literary challenges or figure-it-out challenges, aka: read the wiki or figure it out.
Attack enderman's feet, instead of being afraid of silverfish, let a group attack you head on and figure out that they only damage you by falling on you, batting away ghasts fireballs, all of these things one can eventually just 'figure out' and it doesn't add difficulty anymore.
It's almost like adding difficulty with a boolean:
Player does not know how to obtain iron, tries to get iron ore with wooden pick
Set difficult to True
Player figured out that iron ore is collectable using stone pick
Set difficult to False
Decreasing the amount of ores would also increase tedium... Who wants to stare at smooth stone most of the time with little to no reward?
It's a game and I expect to have fun acquiring ores regularly enough to where my eyes don't fall out of my skull and so that my finger doesn't tear off from holding down the mouse button for so long.
Agreed on not making them incredibly more rare, however I have no idea how much more rare or not.
I believe the technical things such as that, should ultimately be decided by Jeb and Jon.
We as a community share with them our top wanted idea's, and they will make them into reality, in such a way that nobody will say it's non-mincrafty, or too mincrafty.
It's one's fault if they want to make a big project, the game should never be balanced on one persons plans of grandure.
"The oceans of minecraft are vast and nearly endless... and we just have a floating little box to traverse across them..." - doctorseaweed2
Thanks!
Right I see what you mean, but iron is a common ore, so that's why I believe that it is common enough.
Iron is the fourth-most common element in the Earth's crust and assuming that Minecraft "Earth" had life/vegetation before you got there then coal should be very common too.
Why 6 per chunk? Why not 10 maybe?
Actually, why are we even debating this?
There's a mod out there where you can customize ore spawning.
This way we can leave Notch alone so he can bath in his rightfully earned money made from Minecraft.
Problem solved? :smile.gif: